Mike Bailey Oregon State University.

Size: px
Start display at page:

Download "Mike Bailey Oregon State University."

Transcription

1 Mike Bailey

2 Seminar Goals Provide a background for everything else you will see at SIGGRAPH 2014 Create a common understanding of computer graphics vocabulary Help appreciate the images you will see Get more from the Exhibition Provide pointers for further study

3 Mike Bailey Professor of Computer Science, Has worked at Sandia Labs, Purdue University, Megatek, San Diego Supercomputer Center (UC San Diego), and OSU Has taught over 5,500 students in his classes

4 Specific Topics The Graphics Process How to Attend SIGGRAPH Graphics Hardware Modeling Rendering Animation Finding More Information

5

6 You can t see it all, so Think Strategically -- Make a Plan, Make a Schedule, Set Priorities! Your time is valuable. In general, rank your top 3 things you want to see for each timeslot. Then, if one session is not as useful as you d thought it would be, quickly move to your next priority. Remember to give priority points to the things you can t re-live after it has happened!

7 OMG Where do I Start in the Exhibition?

8 Exhibition Strategy Look at the list of vendors in the Conference Locator Make a list of the ones you really must see and sort the list by booth number Booth numbers are XXYY, where XX is the Aisle # and YY is ( 1 / 5 )*the number of feet from the front For example, AMD = booth 1023, which is Aisle 10; 5*23 = 115 feet from the front Start at one end of the floor and work your way across

9 Sorted by name Sorted by booth number

10 Exhibition Strategy Ais sle 9 Ais sle 10 Ais sle 11

11

12 MC The Basic Pipeline WC EC EC CC Model Transform View Transform Per-vertex Lighting Projection Transform Homogeneous Division NDC Viewport Transform SC Framebuffer Raster Ops Fragment Processing, Texturing, Per-fragment Lighting SC Rasterization MC = Model Coordinates WC = World Coordinates EC = Eye Coordinates CC = Clip Coordinates NDC = Normalized Device Coordinates SC = Screen Coordinates

13 The Graphics Process Lighting Information 3D Geometric Rendering Image Models Storage and Display Texture 3D Information Animation Dfiiti Definition

14 The Graphics Process: Geometric Modeling 3D Scanning Interactive Geometric Modeling Model Libraries 3D Geometric Models Rendering Displacement Mapping Material Properties

15 The Graphics Process: 3D Animation Motion Design Motion Computation (physics) Motion Capture 3D Animation Definition Rendering Dynamic Deformations

16 The Graphics Process: Texturing Scanned Image Textures Procedural (computed) Textures Texture Information Rendering Painted Textures

17 The Graphics Process: Lighting Lighting Types (point, directional, spot) Light Positions Lighting Information Rendering Light Colors Light Intensities

18 The Graphics Process: Rendering 3D Geometric Models Lighting Information Rendering Image Storage and Display 3D Animation Definition Texture Information

19 The Graphics Process: Image Storage and Display Hardware Framebuffer Rendering Disk File Recording Editing

20 The Graphics Process; Summary Lighting Information 3D Geometric Rendering Image Models Storage and Display 3D Animation Dfiiti Definition Texture Information

21

22 Generic System Input Devices Network MC = Model Coordinates SC = Screen Coordinates TC = Texture Coordinates CPU B u s MC Vertices TC Vertex Processor SC Vertices Pixel Parameters RGBA Texels Rasterizer Fragment Processor RGBAZ Pixels Variables to interpolate Interpolated variables Z-Buffer Front Back Video Driver Texture Memory Double-buffered Framebuffers

23 The Framebuffer Fragment Processor Z-Buffer Front Back Video Driver Double-buffered Framebuffers

24 The Framebuffer Uses Additive Colors (RGB) Red Yellow Red, Green, and Blue are provided. The rest are combinations of those three. Green Gee Magenta White Cyan Blue Cyan = Green + Blue Magenta = Red + Blue Yellow = Red + Green White = Red + Green + Blue

25 The Framebuffer: Integer Color Storage G B # Bits/color # Intensities per color = = = 4096 R # Bits/pixel Total colors: = 16.7 M =1 B = 69 B

26 The Framebuffer: Floating Point Color Storage 16- or 32-bit floating point for each color component B Why so much? R G Many modern algorithms do arithmetic on the framebuffer color components, or treat the framebuffer color components as data. They need the extra precision during the arithmetic. However, the display system cannot display all of those possible colors.

27 The Framebuffer Alpha values Transparency per pixel = 0. is invisible = 1i 1. is opaque Represented in 8-32 bits (integer or floating point) Alpha blending equation: Color C (1 ) C

28 The Framebuffer Z-buffer Used for hidden surface removal Z Holds pixel depth Typically 32 bits deep Integer or floating point B R G # Bits / Z Total Z Values: = 4 B

29 The Framebuffer Double-buffering: Don't let the viewer see any of the scene until the entire scene is drawn Update Front Back Refresh Video Driver Double-buffered Framebuffers swap buffers Update Back Front Refresh Video Driver Double-buffered Framebuffers

30 The Video Driver Z-Buffer Front Back Video Driver Double-buffered Framebuffers

31 The Video Driver N refreshes/second (N is usually between 50 and 100) Framebuffer contains the R,G,B, that define the color at each pixel Cursor - Appearance is stored near the video driver in a mini-framebuffer -x,y is given by the CPU Video input

32 The Monitor(s) Video Driver

33 Displaying Color on a LCD Monitor Grid of electrodes ec Color filters Source:

34 Displaying Color on a Plasma Monitor Gas cell Phosphor Grid of electrodes

35 Display Resolution Pixel resolutions (1280x1024, 1600x1200, 1920x1152 are common on the desktop) 4096 is 4096 x 2160 LG s new Ultra Widescreen is 3440 x 1440, 34 Human acuity: 1 arc-minute is achieved by viewing a 19" monitor with 1280x1024 resolution from a distance of ~40 inches

36 The Fragment Processor Rasterizer Fragment Processor Z-Buffer Texture Memory Double-buffered Framebuffers

37 The Fragment Processor Takes in all information that describes this pixel Produces the RGBA for that pixel s location in the framebuffer

38 The Rasterizer Vertex Processor Rasterizer Fragment Processor

39 Rasterization Turn screen space vertex coordinates into pixels that make up lines and polygons A great place for custom electronics Anti-aliasing is often built-in

40 Anti-aliasing is Implemented by Oversampling within Each Pixel No AA 4x 16x NVIDIA

41 Anti-aliasing is Implemented by Oversampling within Each Pixel 4x 16x NVIDIA

42 Rasterizers Can Interpolate: XandY Red-green-blue values Alpha values Z values Intensities Surface normals Texture coordinates Custom values given by the shaders

43 Texture Mapping B u s Fragment Processor Texture Memory

44 Texture Mapping Stretch an image onto a piece of geometry Image can be generated by a program or scanned in Useful for realistic scene generation

45 Something Cool: Write-Your-Own Fragment-Processor Code Rasterizer Fragment Processor Bump Mapping Z-Buffer Texture Memory Double-buffered Framebuffers Line Integral Convolution Referred to as: Pixel Shaders or Fragment Shaders

46 Procedural Texture Mapping Create a texture from data. In this case, the fragment g shader takes a grid of heights and produces surface normals for lighting. While this is procedural, the amount of height data is finite, so you can still run out of resolution

47 Procedural Texture Mapping Mandelzoom : In this case, the texture is a pure equation, so you never run out of resolution.

48 Procedural Texture Mapping Mandelzoom : You can, however, run out of floating point precision:

49 Procedural Texture Mapping And, of course, once you have an equation, think of all the other things you can do with it. Josie Hunter

50 The Vertex Processor CPU B u s Vertex Processor Rasterizer

51 Vertex Processor Coordinates enter in model units Coordinates leave in screen (pixel) units Another great place for custom electronics

52 Vertex Processor: Transformations Used to correctly place objects in the scene Translation Rotation Scaling

53 Vertex Processor: Windowing and Clipping Declare which portion of the 3D universe you are interested in viewing This is called the view volume Clip away everything that is outside the viewing volume

54 Vertex Processor: Projection Turn 3D coordinates into 2D Parallel projection Parallel lines remain parallel vanishing point Perspective projection Some parallel lines appear to converge

55 Vertex Processor: Projection Parallel Perspective

56 Something Cool: Write-Your-Own Vertex Code CPU B u s Vertex Processor Rasterizer Wireframe Teapot Dome Projection Referred to as: Vertex Shaders Mars Panorama Dome Projection

57 The CPU and Bus Input Devices Network CPU B u s Vertex Processor Type of Board Speed to Board Speed from Board PCI 132 Mb/sec 132 Mb/sec AGP 8X 2Gb/ Gb/sec 264 Mb/sec PCI Express 4 Gb/sec 4 Gb/sec

58 All Together Now! Input Devices Network MC = Model Coordinates SC = Screen Coordinates TC = Texture Coordinates CPU B u s MC Vertices TC Vertex Processor SC Vertices Pixel Parameters RGBA Texels Rasterizer Variables Variables Fragment Processor RGBAZ Pixels Z-Buffer Front Back Video Driver Texture Memory Double-buffered Framebuffers

59

60 What is a Model? A is a model of B if A can be used to ask questions about B. In computer graphics applications, what do we want to ask about B? What does B look like? How do I want to interact with (shape) B? Does B need to be a legal solid? How does B interact with its environment? What is B s surface area and volume? These questions, and answers, control what type of geometric ti modeling dli you need to do

61 Explicitly Listing Geometry and Topology M d l can consist i t off th d off vertices ti d ffaces we need d Models thousands and some way to list them efficiently

62 Explicitly Listing Geometry and Topology static ti GLfloat CubeColors[ C [ ][3] = { { 0., 0., 0. }, { 1., 0., 0. }, {0 0., 1., 0. }, { 1., 1., 0. }, { 0., 0., 1. }, { 1., 0., 1. }, {0 0., 1., 1. }, { 1., 1., 1. }, }; static GLfloat CubeVertices[ ][3] = { { -1., -1., -1. }, { 1., -1., -1. }, { -1., 1., -1. }, { 1., 1., -1. }, { -1., -1., 1. }, { 1., -1., 1. }, { -1., 1., 1. }, { 1., 1., 1. } }; static GLuint CubeIndices[ ][4] = { { 0, 2, 3, 1 }, {4 4, 5, 7, 6} }, { 1, 3, 7, 5 }, { 0, 4, 6, 2 }, { 2, 6, 7, 3 }, {0 0, 1, 5, 4} };

63 Cube Example

64 Solid Modeling Using Boolean Operators Two Overlapping Solids Union Intersection Difference

65 Curve Sculpting Bezier Curve Sculpting P 1 P 2 1 P 0 P Pt ( ) (1 t ) P0 3 t (1 t ) P1 3 t (1 tp ) 2 tp3 0. t 1.

66 Curve Sculpting Bezier Curve Sculpting Example

67 Curve Sculpting Bezier Curve Sculpting Example

68 Surface Sculpting Wireframe Surface

69 Surface Equations can also be used for Analysis With Contour Lines Showing Curvature

70 Volume Sculpting Sederberg and Parry

71

72 Rendering Rendering is the process of creating an image of a geometric model. Again, there are questions you need to ask: How realistic do I want this image to be? How much compute time do I have to create this image? Do I need to take into account lighting? g Does the illumination need to be global or will local do? Do I need to take into account shadows? Do I need to take into account reflection and refraction?

73 Fundamentals of Lighting L R L G L B White Light What the light can produce E R E G E B What the eye sees M R M G M B What the material can reflect Green Light E R E G E B = L R * M R = L G * M G = L B * M B

74 The Lighting Environment n R I L E P P I L n R E Point being illuminated Light intensity Unit vector from point to light Unit vector surface normal Perfect reflection unit vector Unit vector to eye position

75 Three Elements of Lighting 1. Ambient = a constant Accounts for light bouncing everywhere 2. Diffuse = I*cosΘ Accounts for the angle between the incoming light and the surface normal 3. Specular = I*cos S Accounts for the angle between the perfect reflector and the eye; also the exponent, S, accounts for surface shininess Note that cosθ is just the dot product between unit vectors L and n Note that cos is just the dot product between unit vectors R and E

76 Ambient + Three Elements of Lighting Diffuse + Specular =

77 Lighting Examples Spot Lights Omnidirectional Point Light at the Eye

78 Two Types of Rendering 1. Starts at the object 2. Starts at the eye

79 Starts at the Object This is the typical kind of rendering you get on a graphics card. Start with the geometry and project it onto the pixels.

80 How do things in front look like they are really in front? Your application might draw the polygons in order, but 1, 3, and 4 still need to look like they were drawn last: Either the polygons need to be re-arranged to be drawn in a back-to-front order, or we need to have a Z-buffer

81 Another From-the-Object Method -- Radiosity Based on the idea that all surfaces gather light intensity from all other surfaces The fundamental radiosity it equation is an energy balance that says: The light energy leaving surface i equals the amount of light energy generated by surface i plus surface i s reflectivity times the amount of light energy arriving from all other surfaces BA EA B AF i i i i i j j j i j

82 B i The Radiosity Equation B A E A B A F i i i i i j j j i j is the light energy intensity shining from surface element i A is the area of surface element i A i E i i is the internally-generated light energy intensity for surface element i is surface element i s reflectivity Fj i is referred to as the Form Factor, or Shape Factor, and describes what percent of the energy leaving surface element j that arrives at surface element i

83 The Radiosity Shape Factor cos cos F visibility( di, dj) da da i j j i 2 j i Dist( di, dj) Ai A j

84 The Radiosity Matrix Equation Expand B A E A B A F i i i i i j j j i j For each surface element, and re-arrange to solve for the surface intensities, the B s: 1 1F1 1 1F1 2 1F1 N B1 E1 2F F2 2 2F 2 N B 2 E 2 NFN 1 NFN 2 1 NFN N BN EN This is a lot of equations!

85 Radiosity Examples Cornell University Cornell University

86 Starts at the Eye The most common approach in this category is ray-tracing: Splat! The pixel is painted the color of the nearest object that is hit.

87 Starts at the Eye It s also easy to see if this point lies in a shadow: Fire another ray towards each light source. If the ray hits anything, then the point does not receive that light.

88 Starts at the Eye It s also easy to handle reflection normal Fire another ray that represents the bounce from the reflection. Paint the pixel the color that this ray sees.

89 Starts at the Eye It s also easy to handle refraction normal Fire another ray that represents the bend from the refraction. Paint the pixel the color that this ray sees.

90 Ray Tracing Examples

91

92 Forward Kinematics: Change Parameters Things Move (All Children Understand This) 3 2 1

93 Forward Kinematics: Transformation Hierarchies Locations? Ground

94 Inverse Kinematics (IK): Things Need to Move What Parameters Will Make Them Do That?

95 Inverse Kinematics Forward Kinematics solves the problem if I know the link transformation parameters, where are the links?. Inverse Kinematics (IK) solves the problem If I know where I want the end of the chain to be (X*,Y*), what transformation parameters will put it there? 3? (X*,Y*) 2? 1? Ground

96 Particle Systems: A Cross Between Modeling and Animation?

97 Particle Systems: A Cross Between Modeling and Animation? The basic process is: Emit Random Number Generator Display Display Update

98 Particle Systems Examples Chuck Evans

99 Animating using Physics D D 0 D-D 0 D 0 = unloaded spring length ( D D ) 0 F k k = spring stiffness in Newtons/meter or pounds/inch Force = F Or, if you know the displacement, the force exerted by the spring is: F k D D 0 This is known as Hooke s law

100 Animating using the Physics of a Mesh of Springs +Y Lumped Masses

101 Simulating a Bouncy String

102 Placing a Physical Barrier in the Scene

103 Animating Cloth

104 Cloth Examples

105 Cloth Examples David Breen, Donald House, Michael Wozny: Predicting the Drape of Woven Cloth Using Interacting Particles

106 Cloth Examples MiraLab, University of Geneva

107 Functional Animation: Make the Object Want to Move Towards a Goal Position k c m mx cx kx 0

108 Functional Animation: While Making it Want to Move Away from all other Objects mx F repulsive Repulsion Coefficient F repulsive C d repulse Power Distance between the boundaries of the 2 bodies Repulsion Exponent m

109 Total Goal Make the Free Body Move Towards its Final Position While Being Repelled by the Other Bodies k c m mx cx kx F

110 Increasing the Stiffness Stiffness = 3, 6, 9

111 Increasing the Repulsion Coefficient Repulse = 10, 30, 50

112 NaturalPoint Motion Capture as an Input for Animation Polhemus Polhemus MocapLab

113

On the conference DVDs. At the SIGGRAPH Education web site:

On the conference DVDs. At the SIGGRAPH Education web site: Mike Bailey mjb@cs.oregonstate.edu Seminar Goals Provide a background for everything else you will see at SIGGRAPH 2012 Create a common understanding of computer graphics vocabulary Help appreciate the

More information

Mike Bailey mjb@cs.oregonstate.edu 1 http://cs.oregonstate.edu/~mjb/fundsem This work is licensed under a Creative Commons Oregon Attribution-NonCommercial- State University NoDerivatives 4.0 International

More information

Rendering. Mike Bailey. Rendering.pptx. The Rendering Equation

Rendering. Mike Bailey. Rendering.pptx. The Rendering Equation 1 Rendering This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License Mike Bailey mjb@cs.oregonstate.edu Rendering.pptx d i d 0 P P d i The Rendering

More information

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image

More information

Pipeline Operations. CS 4620 Lecture 10

Pipeline Operations. CS 4620 Lecture 10 Pipeline Operations CS 4620 Lecture 10 2008 Steve Marschner 1 Hidden surface elimination Goal is to figure out which color to make the pixels based on what s in front of what. Hidden surface elimination

More information

CS 488. More Shading and Illumination. Luc RENAMBOT

CS 488. More Shading and Illumination. Luc RENAMBOT CS 488 More Shading and Illumination Luc RENAMBOT 1 Illumination No Lighting Ambient model Light sources Diffuse reflection Specular reflection Model: ambient + specular + diffuse Shading: flat, gouraud,

More information

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008.

CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions. The Midterm Exam was given in class on Thursday, October 23, 2008. CS 381 Computer Graphics, Fall 2008 Midterm Exam Solutions The Midterm Exam was given in class on Thursday, October 23, 2008. 1. [4 pts] Drawing Where? Your instructor says that objects should always be

More information

Graphics Hardware and Display Devices

Graphics Hardware and Display Devices Graphics Hardware and Display Devices CSE328 Lectures Graphics/Visualization Hardware Many graphics/visualization algorithms can be implemented efficiently and inexpensively in hardware Facilitates interactive

More information

CS 464 Review. Review of Computer Graphics for Final Exam

CS 464 Review. Review of Computer Graphics for Final Exam CS 464 Review Review of Computer Graphics for Final Exam Goal: Draw 3D Scenes on Display Device 3D Scene Abstract Model Framebuffer Matrix of Screen Pixels In Computer Graphics: If it looks right then

More information

Spring 2009 Prof. Hyesoon Kim

Spring 2009 Prof. Hyesoon Kim Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages

More information

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic.

Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic. Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary

More information

Spring 2011 Prof. Hyesoon Kim

Spring 2011 Prof. Hyesoon Kim Spring 2011 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on

More information

Computer Graphics I Lecture 11

Computer Graphics I Lecture 11 15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops.

OpenGl Pipeline. triangles, lines, points, images. Per-vertex ops. Primitive assembly. Texturing. Rasterization. Per-fragment ops. OpenGl Pipeline Individual Vertices Transformed Vertices Commands Processor Per-vertex ops Primitive assembly triangles, lines, points, images Primitives Fragments Rasterization Texturing Per-fragment

More information

Deferred Rendering Due: Wednesday November 15 at 10pm

Deferred Rendering Due: Wednesday November 15 at 10pm CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture

More information

Methodology for Lecture. Importance of Lighting. Outline. Shading Models. Brief primer on Color. Foundations of Computer Graphics (Spring 2010)

Methodology for Lecture. Importance of Lighting. Outline. Shading Models. Brief primer on Color. Foundations of Computer Graphics (Spring 2010) Foundations of Computer Graphics (Spring 2010) CS 184, Lecture 11: OpenGL 3 http://inst.eecs.berkeley.edu/~cs184 Methodology for Lecture Lecture deals with lighting (teapot shaded as in HW1) Some Nate

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

Rasterization Overview

Rasterization Overview Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

More information

CEng 477 Introduction to Computer Graphics Fall 2007

CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection CEng 477 Introduction to Computer Graphics Fall 2007 Visible Surface Detection Visible surface detection or hidden surface removal. Realistic scenes: closer objects occludes the

More information

Wednesday, 26 January 2005, 14:OO - 17:OO h.

Wednesday, 26 January 2005, 14:OO - 17:OO h. Delft University of Technology Faculty Electrical Engineering, Mathematics, and Computer Science Mekelweg 4, Delft TU Delft Examination for Course IN41 5 1-3D Computer Graphics and Virtual Reality Please

More information

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane

Rendering. Converting a 3D scene to a 2D image. Camera. Light. Rendering. View Plane Rendering Pipeline Rendering Converting a 3D scene to a 2D image Rendering Light Camera 3D Model View Plane Rendering Converting a 3D scene to a 2D image Basic rendering tasks: Modeling: creating the world

More information

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today!

Real-Time Shadows. Last Time? Textures can Alias. Schedule. Questions? Quiz 1: Tuesday October 26 th, in class (1 week from today! Last Time? Real-Time Shadows Perspective-Correct Interpolation Texture Coordinates Procedural Solid Textures Other Mapping Bump Displacement Environment Lighting Textures can Alias Aliasing is the under-sampling

More information

Computer Graphics. Shadows

Computer Graphics. Shadows Computer Graphics Lecture 10 Shadows Taku Komura Today Shadows Overview Projective shadows Shadow texture Shadow volume Shadow map Soft shadows Why Shadows? Shadows tell us about the relative locations

More information

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11 Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION

More information

2.11 Particle Systems

2.11 Particle Systems 2.11 Particle Systems 320491: Advanced Graphics - Chapter 2 152 Particle Systems Lagrangian method not mesh-based set of particles to model time-dependent phenomena such as snow fire smoke 320491: Advanced

More information

Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015 Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather

More information

Visualisatie BMT. Rendering. Arjan Kok

Visualisatie BMT. Rendering. Arjan Kok Visualisatie BMT Rendering Arjan Kok a.j.f.kok@tue.nl 1 Lecture overview Color Rendering Illumination 2 Visualization pipeline Raw Data Data Enrichment/Enhancement Derived Data Visualization Mapping Abstract

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

More information

CS 130 Final. Fall 2015

CS 130 Final. Fall 2015 CS 130 Final Fall 2015 Name Student ID Signature You may not ask any questions during the test. If you believe that there is something wrong with a question, write down what you think the question is trying

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

Animation & Rendering

Animation & Rendering 7M836 Animation & Rendering Introduction, color, raster graphics, modeling, transformations Arjan Kok, Kees Huizing, Huub van de Wetering h.v.d.wetering@tue.nl 1 Purpose Understand 3D computer graphics

More information

CS5620 Intro to Computer Graphics

CS5620 Intro to Computer Graphics So Far wireframe hidden surfaces Next step 1 2 Light! Need to understand: How lighting works Types of lights Types of surfaces How shading works Shading algorithms What s Missing? Lighting vs. Shading

More information

Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations. CS 4620 Lecture 14 Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

More information

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL

Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL International Edition Interactive Computer Graphics A TOP-DOWN APPROACH WITH SHADER-BASED OPENGL Sixth Edition Edward Angel Dave Shreiner Interactive Computer Graphics: A Top-Down Approach with Shader-Based

More information

Computergrafik. Matthias Zwicker. Herbst 2010

Computergrafik. Matthias Zwicker. Herbst 2010 Computergrafik Matthias Zwicker Universität Bern Herbst 2010 Today Bump mapping Shadows Shadow mapping Shadow mapping in OpenGL Bump mapping Surface detail is often the result of small perturbations in

More information

CS 325 Computer Graphics

CS 325 Computer Graphics CS 325 Computer Graphics 04 / 02 / 2012 Instructor: Michael Eckmann Today s Topics Questions? Comments? Illumination modelling Ambient, Diffuse, Specular Reflection Surface Rendering / Shading models Flat

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

CS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside

CS230 : Computer Graphics Lecture 4. Tamar Shinar Computer Science & Engineering UC Riverside CS230 : Computer Graphics Lecture 4 Tamar Shinar Computer Science & Engineering UC Riverside Shadows Shadows for each pixel do compute viewing ray if ( ray hits an object with t in [0, inf] ) then compute

More information

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows

Recollection. Models Pixels. Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Recollection Models Pixels Model transformation Viewport transformation Clipping Rasterization Texturing + Lights & shadows Can be computed in different stages 1 So far we came to Geometry model 3 Surface

More information

CS451Real-time Rendering Pipeline

CS451Real-time Rendering Pipeline 1 CS451Real-time Rendering Pipeline JYH-MING LIEN DEPARTMENT OF COMPUTER SCIENCE GEORGE MASON UNIVERSITY Based on Tomas Akenine-Möller s lecture note You say that you render a 3D 2 scene, but what does

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading Runtime VR systems Two major parts: initialisation and update loop. Initialisation

More information

Lecture 17: Shading in OpenGL. CITS3003 Graphics & Animation

Lecture 17: Shading in OpenGL. CITS3003 Graphics & Animation Lecture 17: Shading in OpenGL CITS3003 Graphics & Animation E. Angel and D. Shreiner: Interactive Computer Graphics 6E Addison-Wesley 2012 Objectives Introduce the OpenGL shading methods - per vertex shading

More information

Computer Graphics. Chapter 1 (Related to Introduction to Computer Graphics Using Java 2D and 3D)

Computer Graphics. Chapter 1 (Related to Introduction to Computer Graphics Using Java 2D and 3D) Computer Graphics Chapter 1 (Related to Introduction to Computer Graphics Using Java 2D and 3D) Introduction Applications of Computer Graphics: 1) Display of Information 2) Design 3) Simulation 4) User

More information

Graphics and Interaction Rendering pipeline & object modelling

Graphics and Interaction Rendering pipeline & object modelling 433-324 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering

More information

Computer Graphics. Lecture 02 Graphics Pipeline. Edirlei Soares de Lima.

Computer Graphics. Lecture 02 Graphics Pipeline. Edirlei Soares de Lima. Computer Graphics Lecture 02 Graphics Pipeline Edirlei Soares de Lima What is the graphics pipeline? The Graphics Pipeline is a special software/hardware subsystem

More information

Introduction to Visualization and Computer Graphics

Introduction to Visualization and Computer Graphics Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective

More information

CS GAME PROGRAMMING Question bank

CS GAME PROGRAMMING Question bank CS6006 - GAME PROGRAMMING Question bank Part A Unit I 1. List the different types of coordinate systems. 2. What is ray tracing? Mention some applications of ray tracing. 3. Discuss the stages involved

More information

0. Introduction: What is Computer Graphics? 1. Basics of scan conversion (line drawing) 2. Representing 2D curves

0. Introduction: What is Computer Graphics? 1. Basics of scan conversion (line drawing) 2. Representing 2D curves CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~elf Instructor: Eugene Fiume Office: BA 5266 Phone: 416 978 5472 (not a reliable way) Email:

More information

ECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014

ECS 175 COMPUTER GRAPHICS. Ken Joy.! Winter 2014 ECS 175 COMPUTER GRAPHICS Ken Joy Winter 2014 Shading To be able to model shading, we simplify Uniform Media no scattering of light Opaque Objects No Interreflection Point Light Sources RGB Color (eliminating

More information

COMP30019 Graphics and Interaction Rendering pipeline & object modelling

COMP30019 Graphics and Interaction Rendering pipeline & object modelling COMP30019 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Lecture outline Introduction to Modelling Polygonal geometry The rendering

More information

Lecture outline. COMP30019 Graphics and Interaction Rendering pipeline & object modelling. Introduction to modelling

Lecture outline. COMP30019 Graphics and Interaction Rendering pipeline & object modelling. Introduction to modelling Lecture outline COMP30019 Graphics and Interaction Rendering pipeline & object modelling Department of Computer Science and Software Engineering The Introduction to Modelling Polygonal geometry The rendering

More information

The Rasterization Pipeline

The Rasterization Pipeline Lecture 5: The Rasterization Pipeline Computer Graphics and Imaging UC Berkeley CS184/284A, Spring 2016 What We ve Covered So Far z x y z x y (0, 0) (w, h) Position objects and the camera in the world

More information

The exam begins at 5:10pm and ends at 8:00pm. You must turn your exam in when time is announced or risk not having it accepted.

The exam begins at 5:10pm and ends at 8:00pm. You must turn your exam in when time is announced or risk not having it accepted. CS 184: Foundations of Computer Graphics page 1 of 11 Student Name: Student ID: Instructions: Read them carefully! The exam begins at 5:10pm and ends at 8:00pm. You must turn your exam in when time is

More information

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students)

TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) TDA362/DIT223 Computer Graphics EXAM (Same exam for both CTH- and GU students) Saturday, January 13 th, 2018, 08:30-12:30 Examiner Ulf Assarsson, tel. 031-772 1775 Permitted Technical Aids None, except

More information

RASTERISED RENDERING

RASTERISED RENDERING DH2323 DGI16 INTRODUCTION TO COMPUTER GRAPHICS AND INTERACTION RASTERISED RENDERING Christopher Peters HPCViz, KTH Royal Institute of Technology, Sweden chpeters@kth.se http://kth.academia.edu/christopheredwardpeters

More information

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #8: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #4 due Friday, November 2 nd Introduction:

More information

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner

GLOBAL EDITION. Interactive Computer Graphics. A Top-Down Approach with WebGL SEVENTH EDITION. Edward Angel Dave Shreiner GLOBAL EDITION Interactive Computer Graphics A Top-Down Approach with WebGL SEVENTH EDITION Edward Angel Dave Shreiner This page is intentionally left blank. Interactive Computer Graphics with WebGL, Global

More information

Werner Purgathofer

Werner Purgathofer Einführung in Visual Computing 186.822 Visible Surface Detection Werner Purgathofer Visibility in the Rendering Pipeline scene objects in object space object capture/creation ti modeling viewing projection

More information

CPSC 314 LIGHTING AND SHADING

CPSC 314 LIGHTING AND SHADING CPSC 314 LIGHTING AND SHADING UGRAD.CS.UBC.CA/~CS314 slide credits: Mikhail Bessmeltsev et al 1 THE RENDERING PIPELINE Vertices and attributes Vertex Shader Modelview transform Per-vertex attributes Vertex

More information

Module 13C: Using The 3D Graphics APIs OpenGL ES

Module 13C: Using The 3D Graphics APIs OpenGL ES Module 13C: Using The 3D Graphics APIs OpenGL ES BREW TM Developer Training Module Objectives See the steps involved in 3D rendering View the 3D graphics capabilities 2 1 3D Overview The 3D graphics library

More information

Triangle Rasterization

Triangle Rasterization Triangle Rasterization Computer Graphics COMP 770 (236) Spring 2007 Instructor: Brandon Lloyd 2/07/07 1 From last time Lines and planes Culling View frustum culling Back-face culling Occlusion culling

More information

Announcements. Written Assignment 2 is out see the web page. Computer Graphics

Announcements. Written Assignment 2 is out see the web page. Computer Graphics Announcements Written Assignment 2 is out see the web page 1 Texture and other Mappings Shadows Texture Mapping Bump Mapping Displacement Mapping Environment Mapping Watt Chapter 8 COMPUTER GRAPHICS 15-462

More information

COMP environment mapping Mar. 12, r = 2n(n v) v

COMP environment mapping Mar. 12, r = 2n(n v) v Rendering mirror surfaces The next texture mapping method assumes we have a mirror surface, or at least a reflectance function that contains a mirror component. Examples might be a car window or hood,

More information

CS4620/5620: Lecture 14 Pipeline

CS4620/5620: Lecture 14 Pipeline CS4620/5620: Lecture 14 Pipeline 1 Rasterizing triangles Summary 1! evaluation of linear functions on pixel grid 2! functions defined by parameter values at vertices 3! using extra parameters to determine

More information

CS770/870 Spring 2017 Radiosity

CS770/870 Spring 2017 Radiosity Preview CS770/870 Spring 2017 Radiosity Indirect light models Brief radiosity overview Radiosity details bidirectional reflectance radiosity equation radiosity approximation Implementation details hemicube

More information

Local Illumination physics. Law of reflection and Snell s law of refraction

Local Illumination physics. Law of reflection and Snell s law of refraction Local Illumination physics Law of reflection and Snell s law of refraction What are we trying to model? Surface Proof of Lambert s cosine law n db da Computing R All vectors unit length!! The effect

More information

CS 4620 Program 3: Pipeline

CS 4620 Program 3: Pipeline CS 4620 Program 3: Pipeline out: Wednesday 14 October 2009 due: Friday 30 October 2009 1 Introduction In this assignment, you will implement several types of shading in a simple software graphics pipeline.

More information

3D Rasterization II COS 426

3D Rasterization II COS 426 3D Rasterization II COS 426 3D Rendering Pipeline (for direct illumination) 3D Primitives Modeling Transformation Lighting Viewing Transformation Projection Transformation Clipping Viewport Transformation

More information

EF432. Introduction to spagetti and meatballs

EF432. Introduction to spagetti and meatballs EF432 Introduction to spagetti and meatballs CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~karan/courses/418/ Instructors: L2501, T 6-8pm

More information

Midterm Exam CS 184: Foundations of Computer Graphics page 1 of 11

Midterm Exam CS 184: Foundations of Computer Graphics page 1 of 11 Midterm Exam CS 184: Foundations of Computer Graphics page 1 of 11 Student Name: Class Account Username: Instructions: Read them carefully! The exam begins at 2:40pm and ends at 4:00pm. You must turn your

More information

The Viewing Pipeline Coordinate Systems

The Viewing Pipeline Coordinate Systems Overview Interactive Graphics System Model Graphics Pipeline Coordinate Systems Modeling Transforms Cameras and Viewing Transform Lighting and Shading Color Rendering Visible Surface Algorithms Rasterization

More information

Blue colour text questions Black colour text sample answers Red colour text further explanation or references for the sample answers

Blue colour text questions Black colour text sample answers Red colour text further explanation or references for the sample answers Blue colour text questions Black colour text sample answers Red colour text further explanation or references for the sample answers Question 1. a) (5 marks) Explain the OpenGL synthetic camera model,

More information

Computer Graphics 10 - Shadows

Computer Graphics 10 - Shadows Computer Graphics 10 - Shadows Tom Thorne Slides courtesy of Taku Komura www.inf.ed.ac.uk/teaching/courses/cg Overview Shadows Overview Projective shadows Shadow textures Shadow volume Shadow map Soft

More information

Virtual Reality for Human Computer Interaction

Virtual Reality for Human Computer Interaction Virtual Reality for Human Computer Interaction Appearance: Lighting Representation of Light and Color Do we need to represent all I! to represent a color C(I)? No we can approximate using a three-color

More information

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Learn the basic design of a graphics system Introduce

More information

Midterm Exam! CS 184: Foundations of Computer Graphics! page 1 of 13!

Midterm Exam! CS 184: Foundations of Computer Graphics! page 1 of 13! Midterm Exam! CS 184: Foundations of Computer Graphics! page 1 of 13! Student Name:!! Class Account Username:! Instructions: Read them carefully!! The exam begins at 1:10pm and ends at 2:30pm. You must

More information

L1 - Introduction. Contents. Introduction of CAD/CAM system Components of CAD/CAM systems Basic concepts of graphics programming

L1 - Introduction. Contents. Introduction of CAD/CAM system Components of CAD/CAM systems Basic concepts of graphics programming L1 - Introduction Contents Introduction of CAD/CAM system Components of CAD/CAM systems Basic concepts of graphics programming 1 Definitions Computer-Aided Design (CAD) The technology concerned with the

More information

Objectives Shading in OpenGL. Front and Back Faces. OpenGL shading. Introduce the OpenGL shading methods. Discuss polygonal shading

Objectives Shading in OpenGL. Front and Back Faces. OpenGL shading. Introduce the OpenGL shading methods. Discuss polygonal shading Objectives Shading in OpenGL Introduce the OpenGL shading methods - per vertex shading vs per fragment shading - Where to carry out Discuss polygonal shading - Flat - Smooth - Gouraud CITS3003 Graphics

More information

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker

Rendering Algorithms: Real-time indirect illumination. Spring 2010 Matthias Zwicker Rendering Algorithms: Real-time indirect illumination Spring 2010 Matthias Zwicker Today Real-time indirect illumination Ray tracing vs. Rasterization Screen space techniques Visibility & shadows Instant

More information

Raytracing CS148 AS3. Due :59pm PDT

Raytracing CS148 AS3. Due :59pm PDT Raytracing CS148 AS3 Due 2010-07-25 11:59pm PDT We start our exploration of Rendering - the process of converting a high-level object-based description of scene into an image. We will do this by building

More information

Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018

Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018 Ray Tracing: Special Topics CSCI 4239/5239 Advanced Computer Graphics Spring 2018 Theoretical foundations Ray Tracing from the Ground Up Chapters 13-15 Bidirectional Reflectance Distribution Function BRDF

More information

Computer Graphics. Instructor: Oren Kapah. Office Hours: T.B.A.

Computer Graphics. Instructor: Oren Kapah. Office Hours: T.B.A. Computer Graphics Instructor: Oren Kapah (orenkapahbiu@gmail.com) Office Hours: T.B.A. The CG-IDC slides for this course were created by Toky & Hagit Hel-Or 1 CG-IDC 2 Exercise and Homework The exercise

More information

CS770/870 Spring 2017 Radiosity

CS770/870 Spring 2017 Radiosity CS770/870 Spring 2017 Radiosity Greenberg, SIGGRAPH 86 Tutorial Spencer, SIGGRAPH 93 Slide Set, siggraph.org/education/materials/hypergraph/radiosity/radiosity.htm Watt, 3D Computer Graphics -- Third Edition,

More information

Buffers, Textures, Compositing, and Blending. Overview. Buffers. David Carr Virtual Environments, Fundamentals Spring 2005 Based on Slides by E.

Buffers, Textures, Compositing, and Blending. Overview. Buffers. David Carr Virtual Environments, Fundamentals Spring 2005 Based on Slides by E. INSTITUTIONEN FÖR SYSTEMTEKNIK LULEÅ TEKNISKA UNIVERSITET Buffers, Textures, Compositing, and Blending David Carr Virtual Environments, Fundamentals Spring 2005 Based on Slides by E. Angel Compositing,

More information

Performance OpenGL Programming (for whatever reason)

Performance OpenGL Programming (for whatever reason) Performance OpenGL Programming (for whatever reason) Mike Bailey Oregon State University Performance Bottlenecks In general there are four places a graphics system can become bottlenecked: 1. The computer

More information

Reading. 18. Projections and Z-buffers. Required: Watt, Section , 6.3, 6.6 (esp. intro and subsections 1, 4, and 8 10), Further reading:

Reading. 18. Projections and Z-buffers. Required: Watt, Section , 6.3, 6.6 (esp. intro and subsections 1, 4, and 8 10), Further reading: Reading Required: Watt, Section 5.2.2 5.2.4, 6.3, 6.6 (esp. intro and subsections 1, 4, and 8 10), Further reading: 18. Projections and Z-buffers Foley, et al, Chapter 5.6 and Chapter 6 David F. Rogers

More information

Homework #2. Shading, Ray Tracing, and Texture Mapping

Homework #2. Shading, Ray Tracing, and Texture Mapping Computer Graphics Prof. Brian Curless CSE 457 Spring 2000 Homework #2 Shading, Ray Tracing, and Texture Mapping Prepared by: Doug Johnson, Maya Widyasari, and Brian Curless Assigned: Monday, May 8, 2000

More information

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping

Topic 12: Texture Mapping. Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Topic 12: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip-mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

Three-Dimensional Graphics V. Guoying Zhao 1 / 55

Three-Dimensional Graphics V. Guoying Zhao 1 / 55 Computer Graphics Three-Dimensional Graphics V Guoying Zhao 1 / 55 Shading Guoying Zhao 2 / 55 Objectives Learn to shade objects so their images appear three-dimensional Introduce the types of light-material

More information

Computer Graphics Introduction. Taku Komura

Computer Graphics Introduction. Taku Komura Computer Graphics Introduction Taku Komura What s this course all about? We will cover Graphics programming and algorithms Graphics data structures Applied geometry, modeling and rendering Not covering

More information

Topic 0. Introduction: What Is Computer Graphics? CSC 418/2504: Computer Graphics EF432. Today s Topics. What is Computer Graphics?

Topic 0. Introduction: What Is Computer Graphics? CSC 418/2504: Computer Graphics EF432. Today s Topics. What is Computer Graphics? EF432 Introduction to spagetti and meatballs CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~karan/courses/418/ Instructors: L0101, W 12-2pm

More information

Models and Architectures

Models and Architectures Models and Architectures Objectives Learn the basic design of a graphics system Introduce graphics pipeline architecture Examine software components for an interactive graphics system 1 Image Formation

More information

Comp 410/510 Computer Graphics. Spring Shading

Comp 410/510 Computer Graphics. Spring Shading Comp 410/510 Computer Graphics Spring 2017 Shading Why we need shading Suppose we build a model of a sphere using many polygons and then color it using a fixed color. We get something like But we rather

More information

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized

Topic 11: Texture Mapping 11/13/2017. Texture sources: Solid textures. Texture sources: Synthesized Topic 11: Texture Mapping Motivation Sources of texture Texture coordinates Bump mapping, mip mapping & env mapping Texture sources: Photographs Texture sources: Procedural Texture sources: Solid textures

More information

Scanline Rendering 2 1/42

Scanline Rendering 2 1/42 Scanline Rendering 2 1/42 Review 1. Set up a Camera the viewing frustum has near and far clipping planes 2. Create some Geometry made out of triangles 3. Place the geometry in the scene using Transforms

More information

Photorealism. Photorealism: Ray Tracing. Ray Tracing

Photorealism. Photorealism: Ray Tracing. Ray Tracing CS 460 Computer Graphics Professor Richard Eckert Ray Tracing Texture Mapping Radiosity Photorealism April 30, 2004 Photorealism -- Taking into Account Global Illumination Light can arrive at surfaces

More information

Course Title: Computer Graphics Course no: CSC209

Course Title: Computer Graphics Course no: CSC209 Course Title: Computer Graphics Course no: CSC209 Nature of the Course: Theory + Lab Semester: III Full Marks: 60+20+20 Pass Marks: 24 +8+8 Credit Hrs: 3 Course Description: The course coversconcepts of

More information

Computer Graphics: Programming, Problem Solving, and Visual Communication

Computer Graphics: Programming, Problem Solving, and Visual Communication Computer Graphics: Programming, Problem Solving, and Visual Communication Dr. Steve Cunningham Computer Science Department California State University Stanislaus Turlock, CA 95382 copyright 2002, Steve

More information